
Teil der Reihe: Springer Nature Proceedings excluding Computer Science
Proceedings of The 11th International Conference on Frontiers of Educational Technologies 2025
Inhaltsangabe
Extended Reality Technology in Education and Game-Based Learning.- Enhancing Employability through Virtual Reality (VR) Simulations: Empirical Evidence from Higher Education.- Playful First Steps: Virtual Reality and Gamification to Ease Employee Onboarding.- Using the Online Game-Based Learning Tool Kahoot! to Enhance Learning Experiences in Virtual Lectures.- Enhancing Scientific Concept Retention and Critical Thinking Skills in Grade 9 Students Through Gamification.- Caesar’s Adventure and the Enhancement of Cryptography Learning through Gamification.- Transforming Language Education through Jigsaw Puzzle: A Focus on Enhancing Learning Continuity and Recovery Amidst Educational Crisis.- A Theoretical Framework for Integrating Artificial Intelligence, Virtual Reality, and Metaverse in Speaking Skills Enhancement.- A Stimulus-Response Theory Approach: Integrating Board Game Design and Storytelling for Enhanced Educational Engagement.- Integrating Virtual Reality Technology in Tourism and Hospitality Education: Student Learning Experiences and Implications.- Exploring Filipino Senior High School Students’ Digital Competencies in Technology-Driven Classrooms.
Produktdetails
- Erscheinungsdatum: 02.01.2026
- Autor/Autorin: Anu Gokhale
- Reihe: Lecture Notes in Educational Technology
- Format: E-Book
- Dateiformat: PDF
- Kopierschutz: Wasserzeichen
- Dateigröße: 23 MB
- Verlag: SPRINGER
- Sprache: Englisch
- Umfang: 747 Seiten
- ISBN: 9789819525218
- Lieferung: Sofort per Download
- Hinweis: Sofort per Download lieferbar. Kein physischer Versand.
- Kompatibilität: Lesbar auf Geräten und Apps mit PDF-Unterstützung.
Herstellerinformationen
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